- shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
+ shadow_seq = make_unique<GL::Sequence>();
+ shadow_seq->set_clear_enabled(true);
+ shadow_seq->set_debug_name("Shadow sequence");
+ GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
+ step->set_depth_test(GL::LEQUAL);
+
+ shadow_seq_thsm = make_unique<GL::Sequence>();
+ shadow_seq_thsm->set_clear_enabled(true);
+ shadow_seq_thsm->set_debug_name("Shadow sequence");
+ step = &shadow_seq_thsm->add_step("shadow_thsm", content);
+ step->set_depth_test(GL::LEQUAL);
+
+ shadow_map = make_unique<GL::ShadowMap>(6144, 4096, *sky, lighting);
+ shadow_map->set_debug_name("Shadow map");
+ shadow_map->add_light(sun, 4096, *shadow_seq);
+ shadow_map->add_light(resources.get<GL::PointLight>("Wisp.light"), 2048, *shadow_seq_thsm);